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Alpha 3 Suggestions (YOSHI)


Stephen

Question

Going to try and keep this thread updated throughout the course of Alpha 3, because who needs a lot of repeated threads over and over?


PATCHER SUGGESTIONS

  • As opposed to checking every single file to make sure it's there EVERYTIME you run the game why not have it confirm a serial number/ID number assigned to each version of the source? And only update if the IDs are inconsistent, checking the files everytime the launcher runs is effective though.. So pay this no mind if it doesn't sound like a good idea.

GAME SUGGESTIONS

 

  • The default method of chat should be something that only broadcasts to the general vicinity as opposed to the entirety of the map. And /G would remain for Global, while changing /M to be for Map (INB4, "LETS GO RAID THESE GUYS" *five seconds later they get ambushed and killed*)
     
  • Maybe change the quest text to something less... black?
     
  • The Substitution Jutsu reserve timer should scale based on Intellect or Chakra, so you can hold it for a godly amount of time based on how beefy your jutsu-related stats are.
     
  • Maybe add Chakra Scalpel, a medical technique that debuffs an enemies speed/attack speed every time you hit them while it's active.. It would be active for around 5 to 7 seconds?
     
  • A wider variety of weapon summoning for Weapons Specialists!
     
  • Monster Area Variety! Maybe a very slight chance for an 'Elite Mob' to spawn that is slightly stronger than the other mobs in the area.. Of course it'd pretty much just be a generic area mob but on steroids or something?
     
  • Monster Progression! Maybe every three maps could have the same archetype of monsters? Like the first three maps have Arachnids maybe the next three can have a bunch of Canines or Forest-Type animals..(Wolves -> Boars -> Mountain Lions)
     
  • Ability to set your Reverse Summoning Technique to a Reverse Summoning Scroll in -some- major locations, so you can go back whenever you need to without having to travel a damn fortnight.
     
  • Body Flicker Technique should have an alternative function when you don't have an official target, maybe to teleport you a few tiles ahead of where you are currently located

 

 

 

 

 

 

LAST UPDATED: 13:38, 17 JULY! 

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In the end I don't think this will really matter. As far as I know, there are either no client/server applications for HTML5, or they are almost never used. Generally everything is updated on the server side and players would just connect, and the changes would have already taken place. This is assuming the HTML5 version is real and on it's way of course.

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Well, I have nothing to say about this topic, but after seeing a couple streams of the server I noticed that you get a red name when deemed a player killer. I don't mind the name changing to a color to represent something, but I could barely read anything on the chat since it's just all red. It just doesn't mix well is my opinion. 

 

Though, I think everyone should have the same color name unless you're in a group(silver,gold,etc) and it would only turn red if you permanently killed someone. Also, it would be better to differentiate between Perma-Death and just knocking out. For example, if I "kill" John it would say: Sojiro has knocked out John. Now if I actually permanently kill John it would say: Sojiro has killed John in a different color.  

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The other stuff you talked about like the text  medical jutsu are ok.  However this system we are using for the game is not going to cut it for beta.  They are going to use a more updated and powerful system that will not have these same amount of crashes in the future.  I honestly don't know how the future is going to turn out.  But I really hope beta isn't going to be too far away.

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